* limitations under the License.
*
*/
-#include "dali-scene-loader/public-api/shader-definition-factory.h"
+#include "dali-scene3d/public-api/loader/shader-definition-factory.h"
#include <cstring>
-#include "dali-scene-loader/internal/hash.h"
-#include "dali-scene-loader/public-api/blend-shape-details.h"
-#include "dali-scene-loader/public-api/node-definition.h"
+#include "dali-scene3d/internal/loader/hash.h"
+#include "dali-scene3d/public-api/loader/blend-shape-details.h"
+#include "dali-scene3d/public-api/loader/node-definition.h"
#include "dali/devel-api/common/map-wrapper.h"
namespace Dali
{
-namespace SceneLoader
+namespace Scene3D
+{
+namespace Loader
{
namespace
{
ShaderDefinition shaderDef;
shaderDef.mUseBuiltInShader = true;
- shaderDef.mRendererState = RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE | RendererState::CULL_BACK;
+ shaderDef.mRendererState = RendererState::DEPTH_TEST | RendererState::DEPTH_WRITE | RendererState::CULL_BACK;
auto& materialDef = *receiver.mMaterialDef;
const bool hasTransparency = MaskMatch(materialDef.mFlags, MaterialDefinition::TRANSPARENCY);
return result;
}
-} // namespace SceneLoader
+} // namespace Loader
+} // namespace Scene3D
} // namespace Dali